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Enigmatical

Still dutifully working through my ever-growing backlog.

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Completed, 2020

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  • January 4 (75 Hours)

    5 out of 5

    I originally bought this game in 2003 when it was released for the PS2 after amazingly high critical reviews. At the time, I'd played -some- of Dark Cloud 1, but this game was supposed to be such an improvement on that formula that I couldn't help it.

    I don't even know what sort of money I had in 2003...

    Anyway, having finished Dark Cloud 1 at the end of December (and thoroughly hating it), I knew that Dark Cloud 2 would be better. And it is - but it still has a lot of the same problems. Dark Cloud 2 is a better game because the repetitive nature of dungeon crawling is covered by so many other activities - 4 essentially different characters (though I never touched Monster Transformation), fishing, golfing (ahem, Spheda), world-building, medal chasing, weapon building...

    This is a game that heralds having a "100+ Hour Adventure" as a bullet point on the back.

    I enjoyed my time with it; it's a very good game. When I was... 16-17, this would've been my dream game.

  • January 5 (4 Hours)

    4 out of 5

    In Gato Roboto, you play as a space captain's cat in a mech suit. It is also a homage to Metroid in not only mechanics, but also enemy and level design.

    While most Metroidvanias these days are sprawling multiple world adventures, this entire experience can be wrapped up in about 3 hours. This means a constant stream of exploration and upgrades until the very end.

  • January 18 (200+ Hours)

    February 8, Iceborne (200+ Hours and counting)

    5 out of 5

    This is probably my favorite entry in one of my favorite series of all time. In this particular case, to ready for the release of Iceborne, I played through the entirety of MHW again on the PC.

    After the release of Iceborne, I vanished into the game again - effectively replacing FFXIV and Destiny for easily two months (and potentially longer). At first glance, Iceborne appears to add very little to an already perfected formula - but that is entirely on purpose.

    In fact, Iceborne is actually larger than the base game.

  • March 1 (25 Hours)

    2 out of 5

    Plantium is famous for their action games - Bayonetta, Metal Gear Revengence, Neir Automata - with a studio built on the pedigree of Viewtiful Joe and Bayonetta.

    I had expectations when this game was released - a new, Switch exclusive Platinum action game. Expectations that were, unfortunately, never met.

    From a cast of bland characters and a plotline that goes... nowhere, I simply did not enjoy this game. I never felt in control - struggling with two radial menus, several movesets, and having to manage an AI controlled "Legion" that simply did not respond when I wanted it to.

    Additionally, puzzle and platforming segments that were always frustrating.

    I was ready for this game to be over by Chapter 6, but knew there were 5 more chapters of boring opening, fetch quests, and then a cool action sequence - only to repeat that.

  • March 10 (20 Hours)

    Warlords of New York (DLC Campaign)

    4 out of 5

    Like Destiny 2, I have an interesting relationship with The Division. I enjoy the campaigns - the little bits of story interwoven with (potentially) real-world events, very tactical shooting, and (for some reason) a massive amount of loot.

    This new campaign is very "Forsaken"-ish with the main bad guy (Agent Keener from Division 1) having a set of four lieutenants that need to be taken out. This takes place in a Spring/Summer downtown New York setting (also from Division 1) that looks spectacular.

    But alas, as I rounded the end of the campaign and unlocked the Diablo-esque SHADE levels and the Seasons and the endless content, I could see the "Living Game" grind and realized it was too much for me.

    See you in another year or so, Division 2.

  • March 10 (+100 Hours???)

    5 out of 5

    My true "Game of the Year" from 2019. I am not sure what it is about Picross that I love so much, but ever since "Picross 2 3-D" on the 3DS, I've been hooked.

    This has been my go-to time-filling, waiting app for over a year and I completed every puzzle.

  • March 29 (~124 Hours)

    4 out of 5

    The Nioh series is about as close to a "wet dream" as I can get for videogames. Take the exciting, unforgiving combat of Dark Souls and mix it with the loot-driven loop of Diablo.

    The original Nioh was a drug that I didn't stop playing until credits and continued to tinker with through the New Game+ and DLC.

    This sequel (which is actually a prequel) continues the same convoluted Historical Japan storyline but with a customized character, at least. It is also very hard; hard in a way that often feels completely unfair.

    There were probably a dozen times where I was so frustrated at myself and eventually at the game where I felt that I was being unfairly ravaged.

    But as the credits rolled, I felt the same sense of honor that Sekiro gave. Though, I think Sekiro is a better game.

  • April 15 (~45 Hours)

    5 out of 5

    I have such a history with Final Fantasy 7 that I'm actually not sure I can write this review. Final Fantasy 7 (and Resident Evil 2) were probably the first two "big" games I ever played... ever. In over two decades of playing video games almost daily, Final Fantasy 7 was the first - nothing can compare to that.

    So when the idea of a Remake was being tossed around, I had to keep my feelings in check. This wasn't going to be that strange JRPG that I tore through on Summer break back in high school. This was going to be something else.

    And boy... am I so damn glad they created something else. Having the original Final Fantasy 7 in my mind only made me enjoy this experience all the more.

  • May 10 (-140 Hours to Platinum)

    4 out of 5

    Hot on the heels of getting the Platinum in Final Fantasy 7 Remake, I did not want to let go of my enjoyment of Final Fantasy.

    Final Fantasy 12 has always been one of my favorites (if not, my all-time favorite). While the story reeks of boring "political intrigue," the combat system (and particularly the Gambit System) is something else. To a software developer, it is pure heaven.

    The "Zodiac Age" adds in the Job System, infinite respecs, and a staggering amount of additional content. I finished this game last year with my good friend, but I decided for this playthrough I would also chase the Platinum.

    I've already got my sights set on Final Fantasy X, a game I played through once back when it first came out.

  • May 11 (3 Hours)

    5 out of 5

    Every now and then, a VR experience comes around that straight up surpasses the games that came before it.

    I've always been a fan of "The Room" series on my phone, but I don't think I'll be able to play one of those again now that I've experienced what is possible in VR.

    This is a wonderful, exciting experience.

  • Final Fantasy X

    May 25 (155 Hours to Platinum)

    5 out of 5

    Final Fantasy X came out in 2002. Let that sink in.

    Still high from my deep dive into Final Fantasy 7 Remake and revisiting Final Fantasy XII, I decided to replay a beloved entry in the series that I only faintly remembered.

    Sure, everybody knows the terrible laughing part and that it is actually "Tee-dus" instead of "Tie-dus", but, on replay some 18 years later, I discovered a story that, while poorly voice acted (2002, again) conveys quite a bit of emotion - the tragic plight of Yuna and her trip across Spira to gain the power to defeat Sin is enthralling.

    Additionally, I spent an extra ONE HUNDRED hours doing all of the available side content. This game boasts one of the most vast and interesting endgames I've seen in a Final Fantasy (online entries excluded). Did you know there's Pokemon? What about weapon and armor crafting?

    My one gripe is the Sphere Grid. A good idea on paper - a sort of leveling system combined with a board game - but far too complicated. A surprising delight was found in Blitzball that initially looks confusing, but can be quite compelling.

  • May 31 (~55 Hours)

    4 out of 5

    I've always admired the Yakuza games from afar. Seeing as how they didn't really gain prominence in the USA (with proper ports) until late into the series (Yakuza 4 or 5), I figured it was a series that would require a massive investment to "get into".

    Judgment, by the same team, is a Yakuza game that is not based on any of the Yakuza series, yet set in the Yakuza universe? It is also a journey into the Japanese Criminal System and a return (for me) to modern day Japan.

    I have a few gripes - I felt the random battles were more of a nuisance than fun (especially near the end) and were also not very rewarding.

    I also felt the character growth system was... kinda boring? I didn't feel like I progressed from where I started.

    But the story is interesting (when it does not spend multiple chapters deviating) and the conclusion is fitting.

  • June 1 (~2 Hours)

    4 out of 5

    A very short, very focused puzzler with a wonderful soundtrack and plenty of charm. The mechanics are really simple and, despite maybe being a little too challenging, I still pushed through the 10 levels.

    The Demons themselves were all very cute and charming.

  • June 2 (~14 Hours)

    3 out of 5

    For $8 dollars, this spin-off sequel to a game I played last year turned out to be quite enjoyable. Perfectly short, the two crossing campaigns proved to be compelling enough even if it did allow for repeating maps.

    My only complaint is one I have with this whole series: a weaker, less useful co-op character isn't fun. It just isn't. Moira is, at least, slightly more useful. But Natalia is a chore to play.

    Otherwise, this game has the controls of Resident Evil 4, but not as much power gain as those games had.

  • June 4 (~5 Hours, Completed All 120 Puzzles)

    5 out of 5

    Picked it up after watching a short video of a couple of the puzzles and immediately fell in love with its utter simplicity. Where some puzzle games like this tend to lean on time trials or tracking mistakes, Golf Peaks is refreshing. You can experiment, undo, and take your time. Brute Force will only get you so far, and you feel utterly smart when you finish a puzzle with a few move cards leftover.

    Doesn't overstay its welcome, either, right at 120 puzzles. Great for the Switch.

  • Borderlands 2 VR

    June 9 (~30 Hours, Completed Main Campaign)

    5 out of 5

    The Borderlands series hold a very special place in my heart. Borderlands 1 was released the very day I was fired from a miserable job and I spent the better part of October playing through the entirety of it before venturing out to find new employment.

    Borderlands 2 was highly anticipated and I've probably played through the beginning parts about two dozen times across numerous consoles (I, in fact, own nearly every release of Borderlands 2 - including the much dismayed PS Vita edition).

    So, when it was announced that PSVR would be getting Borderlands 2 on my birthday, I was overjoyed. While it took a bit longer for me to push through a campaign I've practically memorized, the VR aspects completely change how the game feels. Here is an absolutely massive Looter-Shooter that (with the PS Aim Controller) plays incredibly well and is very satisfying. This might be my favorite version of Borderlands 2 there is and I'm already itching to play through the nearly dozen DLC packs.

    As for Borderlands 3, we don't talk about Borderlands 3.

  • June 14 (~80 Hours, Completed 100%, Saw True Ending)

    5 out of 5

    I've always been curious about the Ys series. Starting as a top-down Action RPG back on the Playstation, they've continued to quietly churn out sequels featuring the same red-haired swordsman for decades.

    The first one I played was on my Vita and this is the latest installment. I enjoy them. They're anime-anime and at times the writing can be eye-rollingly positive, but the act of running around expansive zones, finding treasures, filling the map, and using simple (but exciting) button combinations to defeat enemies never got old.

    Even at hour 80, all I wanted was more dungeons to plunge into.

  • June 23 (10 Hours, Unlocked All Classes across Multiple Clears)

    5 out of 5

    The deckbuilding genre always sounds like a good idea when you see it played by somebody who knows the cards. But, for me, it is incredibly intimidating to approach. I've dabbled with Hearthstone, MTG Arena, and Final Fantasy's Triple Triad, but none of them caught hold.

    At the end of the day, I either lost because I didn't get the cards I wanted or I wasn't aware of the rest of the cards.

    Monster Train subverts that by keeping the decks relatively small. I think this change singlehandedly makes the game much more approachable - having more than 25 total cards is bad (in most cases).

    The fusion of drafting cards and managing lanes is delightful, the artwork is directly out of Hearthstone (which I appreciate), and the ability to mix Classes means there is a lot of opportunities for success.

    I'll be coming back to this... unless I pick up Slay the Spire.

  • July 1 (~55 Hours for Main Campaign, ~97 Hours for 100% Pokedex and Isle of Armor)

    5 out of 5

    Pokemon and the Pokemon games have been a staple in my gaming life since middle school. I still remember getting the Nintendo Power that introduced Red and Blue and playing through Blue while watching the cartoon.

    At some point, I determined Pokemon was for children. Boy, what a silly decision that was.

    Since returning for Pokemon Sun, I have been a loving fan of the series. There is something so wholesome about Pokemon. It is a world where the "bad guys" are just Pokemon users and all of the monsters love battling.

    In 2020, this is exactly what I needed.

    Looping back around, I just finished "Isle of Armor" which leans heavily into the possibilities of the Wild Area concept and, honestly, I don't think I can go back. It also introduced a separate Pokedex for the DLC.

  • July 9 (~8 Hours)

    5 out of 5

    Before Hearthstone, there was the Pokemon Trading Card Game for the Gameboy Color. When I was a child, we had this amazing game and while, at the time, it was maybe a little too complex for me to grasp. Today, 35 years old, I have proven myself to be a Pokemon TCG Grand Master. Take that, Ronald!

    This game is great. You go around in a standard Pokemon format, but you don't fight with Pokemon, but with a deck of cards. There's Strengths and Weakness, there's tons of combinations, and every win rewards you with Booster Packs that give you more cards.

    There's no microtransactions, there's not grinding. It is wonderful.

  • July 11 (~38 Hours, 100% Synchronization)

    4 out of 5

    Assassin's Creed Syndicate is last of the City Conquest Creed games before the transition into Chronicles and Odyssey that did away with a city and turned into a Witcher-style, Open World Action RPG and it is, perhaps, the most refined version of that.

    The setting is delightful. Industrial-era London. Not modern enough for cars, but modern enough for boats and trains. While I still lament the loss of "climbing puzzles," the grappling hook allows for quick routes and quick escapes and using it to climb to the top of Big Ben can be very thrilling.

    All in all, I don't think Ubisoft will ever make another "one of these," but if this is the siren song for an era of Assassin's Creed games, it is a good one.

  • July 12 (~21 Hours, All Collectibles)

    3 out of 5

    Doom (2016) was a sleeper hit; few could argue against that. Released out of nowhere, it reignited interest in the franchise and proved that even Doom could advance the FPS genre. It was bold, fast, and (mostly) straight-faced, taking its simple premise on its chin - not unlike Wolfenstein's resurgence.

    Which is why I find Doom Eternal to be so... disappointing. It's not a bad game, but it is so in love with its mechanics that it lost a lot of the heart that Doom (2016) had. Every Level is a series of small jumping puzzles to monster arenas. Collectibles are clearly outlined and very few are secrets. Ammo is frustratingly scarce.

    The hecticness is not player skill - it is enforced by the game mechanics. The straight-faced plot is filled with goofy "4th wall" jokes that seem completely out of place.

    I could've done with half the assortment of guns. Double the ammo capacity. And 100% less Marauders (what a terrible, terrible design - forcing the player to do in-fight measurements between Close and Medium distance while both you and the monster are constantly shifting).

    I finished it. I enjoyed the first half. Loathed the second half. And happy to be done.

  • July 15

    3 out of 5 (~31 Hours)

    For a long, long time, I dreaded the idea of playing this dividing entry in the Zelda franchise. A constant timer, a darker storyline, and no "Adult Link"? Hard pass from me for a long, long time. The re-release on the 3DS sparked more interest though - an added Quest Log, the benefits of a touch screen for quick item swapping, and improved visuals. I decided it was time to "Man Up" and give it a shot.

    The result is... uneven. While I no longer think Majora's Mask is simply a "recycle of Ocarina of Time," I do think OoT is a far, far better game - and my dislike of Majora's Mask stems from its core mechanic - the passage and rewinding of time.

    None of Link's actions truly matter. Return the Goron's mountain from the brink of a new Ice Age? Play the Time Song and it all returns. Save the lovely Zora's eggs? They're stolen again after the Time Song. Remove a curse separating a daughter from her father? Guess who is cursed again after the Time Song.

    Being in this perpetual state of disaster almost treats Zelda as a rogue-like with each recycle of time (in fact, you lose nearly everything you've done when you roll back). I never got the sense of progression... and while I feel that is on purpose, I feel it is contradictory to the franchise.

    I'm glad I experienced it; but I'm also so very glad this was an idea they never revisited.

  • July 24

    4 out of 5 (Achieved Platinum Trophy)

    Ghost of Tsushima wears it influences on its sleeve - it does not shy away from the fact that it is an "Assassin's Creed" game. The map is big (massive, even), there are icons that provide activities to be completed, and the combat and stealth mechanics are nothing new.

    And for my first... five or so hours, I was not impressed. Yes, this is one of the most beautiful games I have ever seen and showcases just what the PS4 (a 7+ year old console) is capable of - but the main character seemed incredibly boring and the story was not grabbing me.

    And around the end of Act 2, all of that changed. I started to care about Jin. I started to hate Khan. I started to struggle with Shimura's honor and the costs it brought.

    By the end, I was fully in love. I collected everything. Completed every side quest. And achieved the Platinum. This game cements Sucker Punch on the same level as Naughty Dog or Santa Monica Studios.

  • July 25

    3 out of 5 (31 Hours Total, Part of the Spyro Reignited Trilogy)

    It's another Spyro game. The collectible aspects get a little muddled, the characters have a bit more `tude (which made me miss the charm), and the boss fights were very frustrating.

    That said, it's more Sypro - the flying segments are fun. There's plenty of collectibles. And the power-ups are fine.

  • July 26

    4 out of 5

    In the war of "Character Action Style" games, there's Devil May Cry and Bayonetta (arguably, God of War could be tossed in there, but less so).

    While I enjoy the story of Devil May Cry and Devil May Cry 5 was an exceptional game, my preference of the two is Bayonetta.

    Both games have nonsensical stories and suffer from sub-par voice acting - but that's not what you are signing up for. You want action, style, and a tightness of controls that make you feel like a badass. Dodging in time with attacks to trigger Witch Time never gets old and it feels so good when you do it repeatedly.

  • August 7

    3 out of 5 (21 Hours, Defeated the Moon Lord multiple times)

    I did come to appreciate Terraria until I joined friends. On its own, the game is surprisingly complicated and large - owing more a Diablo than a Minecraft.

    That said, even at the end, with the Moon Lord defeated, I still didn't get that sense of "wonder" that Minecraft provides. Each biome in Terraria is placed in a similar spot and, while they are randomly generated, you can expect to find a handful of things - a checklist of items to do.

    In the end, I don't think I would've finished Terraria if I wasn't joined with peers. When the game gets dull, it was their companionship that kept it interesting.

  • August 13

    3 out of 5 (100% Complete)

    Hot off the heels of Pixel Puzzle Collection, I started PictoQuest full of excitement. This game promised to be a combination of RPG mechanics and Picross. Unfortunately, I felt like I was sold a lie. There are some RPG mechanics, but they mostly boil down to taking damage when you attempt the wrong answer.

    There is no advancement, progression, or even leveling. There are a handful of items (most of which I never used). On top of that, the controls for the puzzle were just... subpar. There's a few things that could be done to improve the game - for example, showing how many blocks are filled in when drawing a line (something Pixel Picture Collection does).

  • August 15

    5 out of 5 (210 Hours, Acquired all trophies from the Base + 2 DLCs)

    There will never be another game like The Witcher 3. It is an anomaly. A massive, open-world dark fantasy adventure where nearly every one of its hundreds of quests are well-written, a world that seemed intricately designed from the vast plains of Velen to the seedy back alleys of Novigrad, where characters have vast arcs that make you feel for them, for their plights, and your choices have a meaningful impact.

    This isn't my first time playing this. When it was first released, I couldn't stop. I played through everything and, while my ending was good, the path to get there had been messy.

    When the first DLC came out, I vowed to replay the game - this time using guides to make the "best" choices and leave Geralt in a world that was better.

    Unfortunately, my fear of returning to such a massive, massive game left me to neglect the first DLC and the second DLC until this year, when I settled down.

    And, in the past 30 minutes, I have seen it all. This game is a masterpiece, I am so sad that I am finished with it, I am so sad I am finished with Geralt and Yennefer and Ciri and Dandelion... but I am so happy I got to see all of it. All of it.

  • August 27

    4 out of 5 (26 Hours on Hard Difficulty)

    In a time where there are fewer BioShocks and System Shocks, Prey seeks to fill that first-person, horror RPG gap. This is a wonderful "one of those" that I thoroughly enjoyed. You really do take on the shoes of Morgan Yu, trying to piece together what exactly is going on while battling back all manner of enemies (physical and mental).

    While the end felt a little rushed, I ended up enjoying the ride (all 26 hours of it). There is a multitude of options when tackling issues and, by the end, I had crafted a character that was quite powerful.

    Very satisfying.

  • August 29

    3 out of 5 (About 10-12 Hours with The Foundation and AWE Expansions)

    Control ended up being a surprise hit for me last year - exciting action and absolutely incredible world-building.

    When news that the final expansion based on Alan Wake was arriving, I decided to revisit the world of Control and enjoy the two expansions released: The Foundation and AWE.

    The Foundation involves, well, the foundation of the Oldest House and, more specifically, the mysterious Board. While I found the environments repetitive (and based on the Quarry from the original game), I enjoyed the story that was being craft - about the Nail and Former. Plus, it was more opportunities for Jessie and Emily to interact.

    AWE is... unusual. While it has higher production values, the Alan Wake & Darkness aspects almost feel... tacked on? Occasionally, you'll have to find a light source (because Jessie is too good to just have a flashlight or head lantern) and push back the darkness. I kept expecting Hiss Agents to appear fused with the Darkness, but that never happened. The fights against The Third Thing were fun at first, but became less exciting as they repeated (with different environments).

    By the end, the connection between the FBC and Alan Wake was... rather loose... and the promise of "Bright Falls" recreated in Control was also... non-existent.

    A real letdown, to be honest. But I still love Control.

  • September 9

    3 out of 5 (18 hours to get through the Main Campaign)

    I am an Avengers stan. I am a sucker for anything Captain America. This game is... an oddity for me causing me to second guess my favorite genre. It is an Avengers game with all of the Destiny tropes. I should love it. I've put hundreds of hours into Destiny.

    And yet, I'm torn.

    The narrative elements of this game are phenomenal. Some of the best voice acting this year comes from Kamala and Bruce. Tony Stark is... well, Nolan North-snark. But you can see the Destiny trappings - the constant stream of meaningless loot, the massive talent trees, the bounties and factions.

    Levels that are... essentially waypoint trails with little side areas - Desert, Night City, Day City.

    Would this game be bigger if it didn't have the multiplayer, GaaS trappings? What if it was 12 hours of this pure, narrative sequence? I feel like a lot was cut to make way for more money.

  • September

    3 out of 5

    Somewhere around the middle of September, I decided to go **hard** on Guild Wars 2. Spurned on by the announcement of the next expansion, needing another massive RPG after finishing Witcher 3, and regretfully lacking content in FFXIV (still my favorite MMO), I decided it was time to finally play through the two expansions (and numerous additional chapters) that I continued to purchase and never play.

    I dusted off my Revenant, fresh from finishing the main storyline, and dug into Living World Season 2 and eventually all of Heart of Thorns.

    At the time, Heart of Thorns was a slog. Cruel and labyrinthine, the zones of Meguma Jungle were incredibly difficult to navigate without mounts (which did not exist for its release). Hero Challenges were always against Champions which required grouping despite the zones lacking in players (because they were in other zones).

    For the story, you could **see** what they were going for - here's a band of adventurers that are following in the path of the original heroes with your character as their leader (Commander). This one is super techy, this one is super stoic, this one is super dark - it follows the tropes you'd expect in a sprawling fantasy adventure. There's a main bad guy - yet another dragon that needs killing.

    It wasn't until the end (and into the 3rd Living Season) that I really started to connect with the characters - they began to have more than just one-note personalities and I genuinely enjoyed their interactions. At one point, they even apologized for their tropey behaviors, especially as things progressed towards Path of Fire.

  • November

    4 out of 5

    Without skipping a beat, I went into Path of Fire immediately. The storyline had gotten... far more interesting. The concept that the dragons were attuned to the spectrum of light and that, by killing one, you were essentially growing the powers of the others - along with a new bad guy that **was not** a dragon (and potentially caused the heroes to second-guess their dragon-killing ways) made for a really interesting plotline.

    Additionally, the zones were far more... understandable and interesting. Egyptian in theme (sprawling deserts, towering pyramids, oases), the zones were made more enjoyable thanks to each one having a Metroidvania structure that went along with the mounts.

    Heart of Thorns introduced the Glider - a slow-falling contraption - that went hand-in-hand with its zones towering heights and verticality. But Path of Fire leaned into this concept by introducing a new mount for each zone - beginning with the long-distance, leaping Raptor. Throughout the campaign, you are encountering obstacles that clearly show the need for a mount you would acquire in the future, leading to excitement when you eventually get the mount and return to reap the rewards.

    If I can pick one thing that sets Guild Wars 2 apart from other MMOs is their mounts. These are physics-driven tools that are more than just a speed increase for your character.

    This was also the expansion where I joined a guild and began to tackle much more challenging content - high-tier fractals, raids, and (some) WvW. I also conquered the Skyscale Meta and acquired my very wonderful (and handy) dragon. Along with the Roller Beetle because why not?

    At this point, the game has shifted back into Living World Season 4 (named Champions) and is working towards its third expansion. I've decided to take a break from the game (after fully decking my Revenant Renegade out in full Ascension gear), but I'm eager to return.

  • November

    5 out of 5

    I've always been a fan of Supergiant's games. While I skipped Pyre, I played Bastion and Transistor and liked them both.

    Hades isn't the sort of game I enjoy. While I like "rogue-likes", I can't glue to them - I like progression, I like grinding. But what kept me attached to Hades is just how perfect of a package it is. The story is incredibly interesting without how it plays with the story of the Gods, the voice acting is incredibly well-done, the music is incredibly catchy, and the gameplay is incredibly precise and enjoyable.

    This is a game that I would find myself suddenly playing at 2 AM because I knew that if I could just get this one set of upgrades or perhaps get this one particular weapon, I would absolutely finish it.

    While I have not "beat" the game (which requires 10 clears), I've been to the end enough to know what I'm getting. I bought it on Early Access, finished it, and once it was released, I tore into it again.

  • Beyond Light Expansion

    November

    2 out of 5

    2020 is the year that I realized Destiny 2 **might** be a bad game. I love Destiny. I've put hundreds of hours into Destiny and Destiny 2. I have turned all my friends onto (and off of) the game. I have lined up to purchase every expansion, I used to read the patch notes, fully complete their events, and participated in the Reddit.

    But this year, the changes in Destiny made me realize it is no longer a game for me. And I'm honestly not sure **who** it is a game for. They introduced "Sunsetting" this year which essentially locks weapons and armor at specific power-levels that make them "undesirable" for future content.

    The idea is sound - once you've gathered your "favorite" weapons, what need is there to continue to gather more? But, regardless of the reason, logging on to find my favorite arsenal is no longer relevant is painful.

    Additionally, Beyond Light itself is a pretty "meh" campaign - there's some bad Fallen that use Darkness (Ice) powers and you gotta stop them.

    Now, I know the campaign has progressed since there - it is a "living" game afterall, but I was so... uninterested in the story that I couldn't be bothered to progress past it.

    And because Destiny 2 fully embraces the "you had to be there" mentality, I can't stock up on a whole bunch of Destiny to tackle at a later date. It simply won't be there.

    For somebody like me, Destiny has always been a fun game ala Diablo 3 - a time-waster with a simple, easy play cycle. Bungie wants it to be something more and I'm not interested.

  • December

    4 out of 5

    This year, I finally made the switch from Apple to Android.

    Part of that included starting up the Google Play subscription and Holedown was one of the first games I downloaded to my fancy new S20+.

    And what an absolute delight!

    While short, the concept of "backwards alleyway" where the goal is to "dig" as deep as you can with precise shots and bouncing never grew old. Adding in light RPG mechanics like upgrading the number of balls you can fire or the number of attempts you can make made it far too easy to push for "just one more run".

    I just wish it were a little longer or there were more upgrades. Black Hole (the endless level) is fun, but there's no reason to play it once you've unlocked everything.

  • November/December

    4 out of 5

    My relationship has been rocky with WoW.

    I played WoW back in college, became hopelessly addicted to it, and swore it off when I could no longer keep up with it and trying to excel at my career.

    Having "finished" Guild Wars 2 and lacking content for FFXIV, I had **another** reason to start playing WoW and that was a "friend" I'd met over the year. We'd wrapped up as much of MH:IB we were going to play and were hunting for the next experience to enjoy together when she mentioned that "WoW [is] my favorite game".

    With a new expansion looming, I felt it only fair to go back. WoW has changed in the 10 years that I stopped playing it, now more akin to something like Diablo. It is far more fast-paced than FFXIV, but still archaic in its tab-targetting and UI.

    That said, Shadowlands is... sort of remarkable? It is full-fantasy. Five lands connected by a central city that span the breath of elven fantasy to metalocalypse.

    And then there's Dark Souls-esque Maw and the challenging (but exciting) multi-floored, rogue-like Tourghast. There's also Mythic Dungeons, Raids, and all manner of trimmings you'd expect from a massive, massive MMO.

    I've enjoyed it. I've thoroughly enjoyed it with my partner. I look forward to 2021 and our adventures together.

  • December

    5 out of 5

    Genshin Impact is the game that made me doubt if Breath of the Wild was a **good** game or simply a breath of fresh air in a stale genre.

    There is no denying the similarities between the two games - even the developers have come out and said their inspiration is from Nintendo's instant classic - but having played hundreds of hours of Genshin, I've come to recognize how it has surpassed its peers - at least for me.

    I've always enjoyed unabashed anime games - Tales and the like. There is a charm to the art style and the voice acting that is simply **pleasant**.

    Genshin Impact is a massive (massive) open-world adventure with Gatcha trimmings. For now, I've paired it with the idea of a MMO - except there's only you (except during special events and harder challenges).

    I have spent hours climbing every cliff and scouring every landscape for treasures. Treasures that I will then use to increase the power of my characters. Which in turn will then let me scour for more treasures.

    That cycle is where I loved BotW the most - the search for puzzles in plain sight and the rewards. But BotW never leaned into its RPG trappings. It never really leaned into its combat or its loot cycle - Genshin has.

    Even now, it is a wonderful game and it is only getting started.

    I suspect I will spend a lot of time with it in 2021.